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Question by Meiterumi · May 30, 2020 at 02:29 AM · bugrigidbody2djumprigidbody.addforcerigidbody.velocity

rigid.velocity.x = 0 for unknow reason

Hello Guys!

This is my first question here so i'm gonna try illustrate it the best that I can.

I'm trying to create a Script that makes an GameObject jump 3 times with different forces, and I did that using coroutine and its working pretty well. But randomly the velocity of my GameObject goes to 0 out of no where ( the map is only a Tilemap 2D with a Tilemap Collider) and after a brief moment it starts moving again as if nothing really happened.

Here is my Coroutine:

 IEnumerator JumpLogic()
 {
     float[] jumpForce = {3,3,7};
     int i = 0;
     while (true)
     {
         yield return new WaitForSeconds(2f);
         Jump(jumpForce[i]);
         i++;
         if(i >= jumpForce.Length)
         
             i = 0;
     }
 }

My Update:

     void Update()
     {
         Debug.Log(rigid.velocity.x);
         if (box.IsTouching(col))
         {
             isJumping = false;
         }
         rigid.velocity = new Vector2(moveSpeed,rigid.velocity.y);
     
     }

Jump Function:

     public void Jump(float jumpForce)
     {
         rigid.velocity = new Vector2(moveSpeed, rigid.velocity.y);
         if (isJumping) return;
         isJumping = true;
         rigid.AddForce(new Vector2(0, jumpForce), ForceMode2D.Impulse);
     }

And here is my Start()

    void Start()
     {
         rigid = GetComponent<Rigidbody2D>();
         box = GetComponent<BoxCollider2D>();
         isJumping = true;
         col = FindObjectOfType<Tilemap>().GetComponent<TilemapCollider2D>();
         StartCoroutine(JumpLogic());
         Debug.Log(col);
 
     }

Initial Setup from GameView Initial Setup

During Updates:

alt text

Could someone help me find the reason why this is happening?

bug0.png (13.0 kB)
bug1-moves.png (5.5 kB)
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